Blending in Hybrid Games: Understanding Hybrid Games Through Experience
Autor: | Ville Kankainen, Jonne Arjoranta, Timo Nummenmaa |
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Přispěvatelé: | Tampere University, School of Information Sciences |
Jazyk: | angličtina |
Rok vydání: | 2016 |
Předmět: |
Computer science
pelisuunnittelu 518 Media and communications augmented reality games Context (language use) 02 engineering and technology computer.software_genre hybrid games Turns rounds and time-keeping systems in games Conceptual blending Human–computer interaction 0202 electrical engineering electronic engineering information engineering ta616 0501 psychology and cognitive sciences hybridity Emergent gameplay ta518 Video game design 050107 human factors tietokonepelit conceptual blending games Game mechanics Multimedia 05 social sciences ComputingMilieux_PERSONALCOMPUTING Conceptual metaphor conceptual metaphor 020207 software engineering mixed reality games 113 Computer and information sciences pervasive games computer Meaning (linguistics) |
Popis: | The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in its usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through this type of thinking, designers can be more open to exploring how their games can be experienced. |
Databáze: | OpenAIRE |
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